Dodge

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For the Pet Battle ability, see [Dodge].
Spell nature invisibilty.png
  • Dodge
  • Passive
  • Gives a chance to dodge enemy melee attacks.

Dodge is a form of melee mitigation where the entire melee swing is avoided. Dodge is a passive ability possessed by all players for all classes and races. However this stat is the most important to players fulfilling a tanking role. Only close range melee attacks can be dodged; a ranged attack or a spell cannot be dodged. Players can only dodge attacks if they are facing their opponent, however a mob can dodge attacks that are from behind. Incapacitated targets (stunned for example) cannot dodge.

There are several ways that dodge is modified. You can increase you chance to dodge by increasing your dodge rating which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance to be dodged with expertise. Expertise is only modified from expertise rating and some passive racial traits for certain melee weapon types. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent specializations will also vary the amount of dodge a player has.

Contents

Formulas

Class Lv80 Rd Base
Dodge%
Druid 47.84688995 5.60970

Note Note: Death Knights, Paladins, and Warriors no longer receive additional dodge from agility. Instead, base dodge is fixed at 5% for these classes.

The amount of dodge you have is affected by your class, level, and dodge rating.

Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge and the dodge your receive from your base agility.

Formula: \mbox{Dodge percent} = b + t + A_b + d

Formula: b = \mbox{Base dodge}
Formula: t = \mbox{dodge from talents}
Formula: A_b = \mbox{dodge contributed from base agility}
Formula: d = \mbox{diminished dodge}}}

Dodge from agility

Agility generates chance to dodge (dodge %). For level 80s, you can simply use the Rd value from the table above to find the rate. Note that the base agility (agility from your level and race) plus any agility from talents is undiminished. Agility from your gear and buffs will fall into the pool of diminished dodge. From the game interface, you can easily see what these two numbers are. Mouse over agility in the character window and the white number is your undiminished agility (this will include your talents) and the green number, if there is one, is the additional agility which will contribute dodge with diminishing returns.

Formula: A_b = D_b / R_d
Formula: A_u = D_g / R_d

Dodge rating

Formula: D_u = \frac{D_r}{R_d}

Dodge rating is the final source of dodge chance, and all of this chance goes into the diminishing returns pool (u). It converts at a rate of 45.25 (Rd) for level 80s of all classes.

Diminishing returns

Formula: u = A_u + F_u + D_u

The final step to solving d from the original equation is diminishing returns. Now we can total the pool that came from two sources of dodge impacted by diminishing returns: agility from gear and dodge rating.

Formula: d = \frac{u \cdot C_d}{u + k \cdot C_d}

Cd is the cap for dodge, and k is a constant, and these both vary per class.

Abilities

There are many class abilities that modify dodge or are related to dodging. Abilities that are learned through talents are listed in the talents section above.

Ability Class Tree Ranks Description
[Army of the Dead] Death Kight Unholy 1 Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance.
[Evasion] Rogue Combat 2 Increases the rogue's Dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 25%. Lasts 15 sec.
[Overpower] Warrior Arms 1 Instantly overpower the enemy, causing weapon damage. Only useable after the target Dodges. The Overpower cannot be blocked, Dodged or parried.
[Revenge] Warrior Protection 9 Instantly counterattack an enemy for (1454 + AP * 0.207) to (1776 + AP * 0.207) damage. Revenge is only usable after the warrior blocks, Dodges or parries an attack.
[Rune Strike] Death Knight Frost 1 Strike the target for 150% weapon damage plus (150 * AP * 10 / 10000). Only usable after the Death Knight dodges or parries. Can't be Dodged, blocked, or parried. This attack causes a high amount of threat.

Enchants

This is a listing of high-level enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.

Slot Enchantment Effects Source
Shoulders  [Greater Inscription of Unbreakable Quartz] Cataclysm +75 stamina, +25 dodge rating Therazane (exalted)
Shoulders APB Skill Inscription.png  [Inscription of the Earth Prince] Cataclysm APB Skill Inscription.png +195 stamina, +25 dodge rating Inscription (500)
Bracer  [Enchant Bracer - Dodge] Cataclysm +50 dodge rating Enchanting (490)
Legs  [Drakehide Leg Armor] Cataclysm +145 stamina, +55 dodge rating Leatherworking (525)

Trinkets

This is a listing of high level trinkets that provide a large amount of dodge rating. A complete list of all dodge trinkets can be found here.

Item iLevel Level Instance Mode Details Dodge Use
 [Heart of Iron] 226 80 Ulduar 25-man Ignis the Furnace Master - Use: Increases Dodge rating by 432 for 20 sec. (2 Min Cooldown)
 [The General's Heart] 226 80 Ulduar 25-man General Vezax 107
 [Furnace Stone] 219 80 Ulduar 10-man Ignis the Furnace Master 105
 [Defender's Code] 213 80 Naxxramas 25-man Zone - Use: Increases Dodge by 455 for 20 sec. (2 Min Cooldown)
 [Valor Medal of the First War] 200 80 Naxxramas 10-man 348 Justice Points 84 Use: Increases Dodge rating by 335 for 20 sec. (2 Min Cooldown)
 [Figurine - Monarch Crab] 200 75 - - Jewelcrafting (400) - Use: Increases Dodge rating by 300 for 10 sec. (1 Min Cooldown)
 [Indestructible Alchemist Stone] 200 75 - - Alchemy (400) 50
 [Shadowmoon Insignia] 141 70 Black Temple - Gurtogg Bloodboil 32
 [Figurine - Empyrean Tortoise] 125 70 - - Jewelcrafting (375) - Use: Increases Dodge rating by 165 for 20 sec. (2 Min Cooldown)
 [Commendation of Kael'thas] 115 70 Magister's Terrace Heroic Priestess Delrissa - Equip: Melee attacks which reduce you below 35% health cause you to gain 152 Dodge rating for 10 sec. Cannot occur more than once every 30 sec.
 [Moroes' Lucky Pocket Watch] 115 70 Karazhan - Moroes 38 Use: Increases Dodge rating by 300 for 10 sec. (2 Min Cooldown)
 [Figurine - Dawnstone Crab] 115 70 - - Jewelcrafting (370) - Use: Increases Dodge rating by 125 for 20 sec. (2 Min Cooldown)
 [Charm of Alacrity] 93 1 - - N [61] Voidwalkers Gone Wild - Use: Increases Dodge rating by 192 for 10 sec. (1 Min Cooldown)}}
 [Vigilance Charm] 62 57 Dire Maul - Immol'thar 24

Notes

Greg "Ghostcrawler" Street, the Lead System Designer, posted about the upcoming changes in Patch 3.2.0 on the official forums. It was in response to some carefully researched numbers showing how overall avoidance was being lowered, and disproportionately to various tank classes:

Blizz.gif
Re: Avoidance Change | 2009-07-13 20:50| Ghostcrawler
The main goal of the change was to make parry not so much less attractive than dodge as an avoidance stat. Since tank avoidance is so high already, we wanted to do that by nerfing dodge a little, not by buffing parry.

This hurts druids slightly more than other tanks, but the emphasis is on "slightly." This is not the big druid nerf that some forum posters have predicted. We will continue to evaluate tank survivability and threat generation based on PTR tests with "Combat Patchwerk" to decide if druids need to be nerfed or DKs buffed or look at Prot warrior dps or anything else.

This is also not the big avoidance "come to Naaru" that some posters predicted. Overall, we think avoidance is too high and the game would work better with lower tank avoidance, but suddenly dropping everyone's avoidance by 20 or 30% would be a very big change with many ramifications for healing and gear among other things. It would also feel like a big nerf to the many players who didn't understand why it would be better for the game in the long term. But I still expect it is coming at some point.

View original post

Patch changes

  • Patch 5.0.4: Ranged attacks can now be dodged.
  • Cataclysm Patch 4.2.0 (2011-06-28): Death Knights, Paladins, and Warriors no longer receive any bonus to their chance to dodge from Agility. Their base chance to dodge is now a fixed 5%.
  • WotLK Patch 3.2.0 (2009-08-04):
    • The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
    • The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
  • WoW Icon 16x16.png Patch 1.3.0 (2005-03-07): Every time a creature dodges, it will report a dodge. We will no longer translate a creature's dodge of a rear attack to a "Miss."

See also

External links


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